Cosmoteer "unstable" release candidate 0.15.3 RC1 is now available for testing! This update adds two larger reactor sizes, a 3x3 "Medium" reactor and a 4x4 "Large" reactor, in addition to the existing 2x2 "Small" reactor. The larger reactors produce power much faster (3x for the medium and 9x for the large) compared to the small reactor. Additionally, the larger reactors also produce larger batteries (2x capacity for the medium and 3x capacity for the large), allowing crew to transport power from larger reactors more efficiently. The larger reactors are much more cost-effective than the small reactors, but they come with a couple downsides: Larger reactors have much bigger explosions when they are destroyed, and it also takes a bit more time to "charge up" the batteries of the larger reactors.
Your feedback about these new reactors is welcome and appreciated!
Download Cosmoteer 0.15.3_rc1
Changelog:
- New Ship Part: Medium Reactor:
- A 3x3 power generator.
- Costs 30,000 credits. (2x that of the Small Reactor)
- Produces 4.5 power per second. (3x that of the Small Reactor)
- Batteries hold 2x power and take 0.66 seconds to fill up.
- Double explosion radius compared to Small Reactor.
- If Medium Reactor batteries are dropped into a Power Storage, they will split into 2 small batteries.
- New Ship Part: Large Reactor:
- A 4x4 power generator.
- Costs 60,000 credits. (4x that of the Small Reactor)
- Produces 13.5 power per second. (9x that of the Small Reactor)
- Batteries hold 3x power and take 1.0 seconds to fill up.
- Triple explosion radius compared to Small Reactor.
- If Large Reactor batteries are dropped into a Power Storage, they will split into 3 small batteries.
- Balance:
- It now takes 0.33 seconds to fill up a battery from a Small Reactor. (Power Storages are still instant.)
- Crew can no longer deliver power to Boost Thrusters while they are boosting. This effectively removes the ability to keep Boost Thrusters permanently in boost mode.
- Power Storages now start with full power in multiplayer if the "Start Ships With Full Power & Ammo" game setting is enabled.
- User Interface:
- The existing 2x2 reactor has been renamed the "Small Reactor".
- Role priorities are now colored from red to green, with lower priorities being more red and higher priorities being more green.
- Added a hotkey (default Ctrl+W) to toggle weapons control on and off in Direct Control Mode.
- When exiting the game, Cosmoteer will now ask you ONCE if you would like to add Cosmoteer to your Steam wishlist.
- Multiplayer:
- Domination mode now has an optional "Min Ship Value" setting that forces the value of each individual ship warped in to be above the set value.
- Crew A.I.:
- Crew will take the battery capacity into consideration when choosing which reactor to pick up power from, sometimes going to a larger, farther reactor even if there is a smaller, closer one available.
- Built-In Ships:
- Added the four winning ships of the Aug. 2019 Design Contest: Aradama by Equalizer, Crystal Angel by Mr. ZigZag, Red Baron by IoBondrew, and Astra by Namek.
- Updated many built-in ships to use Medium and Large Reactors.
- Bug Fixes:
- When choosing which crew should do a job, moving walkways were treated as if they moved in the opposite direction, which would result in non-ideal crew being selected and, in some cases, crew getting stuck in place as they frequently switched between jobs.
- Error or crash when loading certain modded ships without the required mods enabled.
- Modding:
- AmmoConsumer no longer itself stores any ammo. It now needs to be hooked up to a separate AmmoStorage component (specified using the new 'Storage' parameter).
- AmmoConsumer's AmmoDesireToggle parameter is now called 'OperationalToggle' for consistency with other components.
- AmmoConsumer's AllowMinPriorityUndesiredAmmo parameter is now called 'AllowNonOperationalMinPriorityDelivery'. The default is still true.
- AmmoStorage now has an optional 'MaxAmmoPickUp' parameter that sets the maximum amount of ammo that can be picked up by one crew from that storage. Crew will automatically take the amount that can be picked up into consideration when choosing which supplier to pick up ammo from, possibly going to a supplier farther away if they can pick up more ammo from it.
- AmmoStorage now has an optional PickUpRate parameter that controls how much ammo the crew can pick up per second. This only works well for ammo types that have high amount of carried ammo, such as power. Lower amounts of carried ammo may not give the expected pick-up times.
- Ammo now supports a 'NestedCarriedSprites' parameter which can be used to non-uniformally distribute ammo sprites across the possible quantity of ammo.